varying float vSize;
uniform vec3 uColor;

void main() {
  float distanceToCenter = distance(gl_PointCoord, vec2(0.5, 0.5));
  float strength = 1.0 - (distanceToCenter*2.0);
  if(vSize <= 0.0) {
    gl_FragColor = vec4(1,0,0,0);
  } else {
    gl_FragColor = vec4(uColor,strength);
  }
  
}